The Process

  • make biped (or quadruped) mesh
  • apply transforms
  • add meta-rig from the Shift-A menu options
  • line up and scale as needed with the biped mesh
  • apply transform
  • in armature object mode, do genererate rig under rigify button
    • this generates the rigify buttons
    • the armature itself can be hidden
  • the mesh is then binded automatically
    • using the Ctrl-P menu > Armature Deform > Automatic Weights
  • then, in the Pose Mode,
    • in the N menu > Rig Main Properties > IK_FK > set to 1.000
  • use the green circles to rotate and move the parts of the armaturized mesh

references


Armature Symmetrize

  • set positions of one side of the armature of the biped rig
  • then select all the bones you just rigged
  • right-click > symmetrize
  • equivalently, Armature > Symmetrize

source


Rigifiy Buttons

  • Even if one of the bone from the default generated rig is deleted in hte edit mode, the Rigify Button Generate Rig sub-routine fails with an Index Error
    • there might be a work around, web search dint yield anything
  • After setting up the armature to coincide approximately with the biped body, assuming a biped armature is being used,
    • any scaling has to explicitly applied with Ctrl+A for the genereted button rig to look right
    • else the buttons’ll all go haywire

rigify manual


Green Circles

  • Once the Rigify Buttons have been added
    • turn up the IK on the hands and the feet paddles
  • Then, use only the green circles to rotate the pivot points of the armature
  • Even though other knobs exist, using only the green circles step by step to get to the final pose keeps the mesh clean, and the movements are propagated proportionally